/*
 * Copyright (C) 2005 - 2013 MaNGOS <http://www.getmangos.com/>
 *
 * Copyright (C) 2008 - 2013 Trinity <http://www.trinitycore.org/>
 *
 * Copyright (C) 2006 - 2013 ScriptDev2 <http://www.scriptdev2.com/>
 *
 * Copyright (C) 2010 - 2013 ProjectSkyfire <http://www.projectskyfire.org/>
 *
 * Copyright (C) 2011 - 2013 ArkCORE <http://www.arkania.net/>
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; either version 2 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
 */

/* ScriptData
 SDName: boss_maleki_the_pallid
 SD%Complete: 100
 SDComment:
 SDCategory: Stratholme
 EndScriptData */

#include "ScriptPCH.h"
#include "stratholme.h"

#define SPELL_FROSTBOLT    17503
#define SPELL_DRAINLIFE    20743
#define SPELL_DRAIN_MANA    17243
#define SPELL_ICETOMB    16869

class boss_maleki_the_pallid: public CreatureScript {
public:
    boss_maleki_the_pallid() :
            CreatureScript("boss_maleki_the_pallid") {
    }

    CreatureAI* GetAI(Creature* pCreature) const {
        return new boss_maleki_the_pallidAI(pCreature);
    }

    struct boss_maleki_the_pallidAI: public ScriptedAI {
        boss_maleki_the_pallidAI(Creature *c) :
                ScriptedAI(c) {
            pInstance = me->GetInstanceScript();
        }

        InstanceScript* pInstance;

        uint32 Frostbolt_Timer;
        uint32 IceTomb_Timer;
        uint32 DrainLife_Timer;

        void Reset() {
            Frostbolt_Timer = 1000;
            IceTomb_Timer = 16000;
            DrainLife_Timer = 31000;
        }

        void EnterCombat(Unit * /*who*/) {
        }

        void JustDied(Unit* /*Killer*/) {
            if (pInstance)
                pInstance->SetData(TYPE_PALLID, IN_PROGRESS);
        }

        void UpdateAI(const uint32 diff) {
            //Return since we have no target
            if (!UpdateVictim())
                return;

            //Frostbolt
            if (Frostbolt_Timer <= diff) {
                if (rand() % 100 < 90)
                    DoCast(me->getVictim(), SPELL_FROSTBOLT);
                Frostbolt_Timer = 3500;
            } else
                Frostbolt_Timer -= diff;

            //IceTomb
            if (IceTomb_Timer <= diff) {
                if (rand() % 100 < 65)
                    DoCast(me->getVictim(), SPELL_ICETOMB);
                IceTomb_Timer = 28000;
            } else
                IceTomb_Timer -= diff;

            //DrainLife
            if (DrainLife_Timer <= diff) {
                if (rand() % 100 < 55)
                    DoCast(me->getVictim(), SPELL_DRAINLIFE);
                DrainLife_Timer = 31000;
            } else
                DrainLife_Timer -= diff;

            DoMeleeAttackIfReady();
        }
    };
};

void AddSC_boss_maleki_the_pallid() {
    new boss_maleki_the_pallid();
}
